zzz Posted October 3, 2013 Share Posted October 3, 2013 (edited) how the heck are you not an official dev already?If he become a official dev he will no longer be so awesome and will work at flag planting system and KAS4 is newer happened But KAS is amaizing, I agree Edited October 3, 2013 by zzz Link to comment Share on other sites More sharing options...
Helix935 Posted October 3, 2013 Share Posted October 3, 2013 he is probably so awesome that they can't afford to hire him Link to comment Share on other sites More sharing options...
elind21 Posted October 3, 2013 Share Posted October 3, 2013 Also, I did this earlier, via the addmodule.cfg, it made me laugh:does MJ controll the suit form eva with that attached? Link to comment Share on other sites More sharing options...
drtedastro Posted October 3, 2013 Share Posted October 3, 2013 way too funny.... now we have Jeb auto-docking to Bill.... No, just don't do it..... Link to comment Share on other sites More sharing options...
VaporTrail Posted October 3, 2013 Share Posted October 3, 2013 Well... now I've got to rebuild my sat network... maybe. Built my major comsats with radial ports so I could refuel and de-orbit them if I ever felt the need. Well, the boosters I was using needed a rework anyway, wasting way too much fuel hauling too much stuff up and a new KAS is as good as an excuse as you can get.Every time I'm about to try to build a moon base, something gets updated, or I find another Plugin I like. Link to comment Share on other sites More sharing options...
Xzabath Posted October 3, 2013 Share Posted October 3, 2013 This new KAS is absolutely brilliant love the new changes tool boxes and struts and everything WTG, and thank you. Link to comment Share on other sites More sharing options...
smunisto Posted October 3, 2013 Share Posted October 3, 2013 So....how stable is it? I know it's alpha...is it worth implementing it in my long term missions or should I wait a more final release? Link to comment Share on other sites More sharing options...
John FX Posted October 3, 2013 Share Posted October 3, 2013 So....how stable is it? I know it's alpha...is it worth implementing it in my long term missions or should I wait a more final release?I may wait until the "Halp! It crashed my game!" slows down a bit. Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted October 3, 2013 Share Posted October 3, 2013 (edited) I created a mod review here. Thanks for the awesome work KospY. KSP couldn't be the same without my giant skycranes. Edited October 3, 2013 by BlazingAngel665 Link to comment Share on other sites More sharing options...
drtedastro Posted October 3, 2013 Share Posted October 3, 2013 I may wait until the "Halp! It crashed my game!" slows down a bit.Funny, that was my thoughts as well. Link to comment Share on other sites More sharing options...
taniwha Posted October 3, 2013 Share Posted October 3, 2013 BlazingAngel665: nice little intro, but you might want to double check KospY's name (I myself have done similar many times: I had to triple check while making this post) Link to comment Share on other sites More sharing options...
RuBisCO Posted October 3, 2013 Share Posted October 3, 2013 I created a mod review here. Thanks for the awesome work KospY. KSP couldn't be the same without my giant skycranes. That! That that happens at the end that what happens to me! Link to comment Share on other sites More sharing options...
KhaosCorp Posted October 3, 2013 Share Posted October 3, 2013 How many of yall would be interested in a small ssto spaceplane...something thats only a few parts....designed as recovery craft?Like 2 man cockpit, with small cargo bay (enough for small fuel tank) and a spot to hook 4 of the KAS boxes. Maybe a crewtank to replace cargobay for some missions....Just an idea I been toying with since new KAS release. Link to comment Share on other sites More sharing options...
Mihara Posted October 3, 2013 Share Posted October 3, 2013 (edited) Thanks! I think I follow what you mean, though I'll clearly need to test things a bit. I too have an Extraplanetary Launchpad base held together by KAS hoses that I'd rather not have to rebuild... With some further thinking and experimenting, the bottom line is:Everything that relied on a winch being a winch, i.e. retractable and having an actuator on the end, is impractical to upgrade and is better off rebuilt. That includes hanging bases, cranes, towing arrangements of whatever kind, airships with anchors, etc. I don't think making a winch attachable from EVA will work well, and more importantly, it won't be attachable exactly where you want it to be anyway.Anything that relied on a winch for transfer of resources and merging modules into a single vessel is better off done with pipes instead.So a somewhat simplified upgrade cycle, tested in vitro, is like this:Backup everything. At the very least, back up your entire GameData and saves directories. This should be obvious, but for some people it isn't.Install container parts from 0.4 separately, removing all part modules from their config files. Start the game. Using your existing base setup, you can now build containers and place one wherever pipes will be needed. Just put it on wheels and drive it off the launchpad if you use them, deliver one by rocket if you don't. Disconnect and reel in all winches everywhere, dispose of craft that rely on winches being winches as appropriate. Once that is done, exit.Remove all part modules from 0.3 parts, adding a copy KasModuleGrab from a grabbable part like electromagnet instead where one isn't present. Now they don't work as winches and connectors, but you can detach them from the craft. Load the game and get rid of every winch, connector and connector port you have. The bases are inoperative at this point, but you have empty containers in place already.Delete 0.3 (including the container parts you have edited) and install 0.4, (which will include the container parts in their original form) start the game. If you left any connectors lying around as debris, they will now vanish, as will anything that you forgot to remove a connector from. Switch to every craft that contains a container and open it for a good measure to check if they're okay. That will make containers operable, they are now empty. Build a vessel that is just a container full of pipe endpoints and junctions, launch it and exit the game. Now you can edit the save file to fill containers with as many pipe endpoints as you need to restore everything, and you can look at the container you just launched in the savefile to see how to edit your containers that are at your remote bases to match. Look for "CONTENT" section for the contents of the container, the format is trivial. You can edit in more pipe endpoints than the container would otherwise be able to hold, by the way.Load again and reconnect the bases with pipes taken from your containers, you're done. Now you can build a new crane or whatever it is that would need explicit winches to work.Quite a hassle, but still easier than rebuilding bases from scratch. Edited October 3, 2013 by Mihara Link to comment Share on other sites More sharing options...
HeadHunter67 Posted October 3, 2013 Share Posted October 3, 2013 I may wait until the "Halp! It crashed my game!" slows down a bit.My thoughts, exactly. I've been interested in this since I began playing in mid-July but I've been concerned about the reported issues. Link to comment Share on other sites More sharing options...
Tiron Posted October 3, 2013 Share Posted October 3, 2013 does MJ controll the suit form eva with that attached?Not that I've seen, thus far. I think the controls are too different for it, mostly. It might be able to do some stuff, but I haven't really tried it seriously. Link to comment Share on other sites More sharing options...
Secret Squirrel Posted October 3, 2013 Share Posted October 3, 2013 (edited) Ok I think I hit the point where I'll just wait until a fix... My problem is now that as I am walking from one pipe endpoint to the next to link them I lose control of my kerbal. The only thing I can do while he is floating along the ground is hit the ESC key and return to the game. This fixes the uncontrolled sliding but cancels the link. I have a bunch of random KAS parts on the ground and after I had dropped the ground pylons I realized there is an attach option for them, would it be that I had a few pipes attached to a "dropped" pylon vs. attaching it to the ground?EDIT: So I set up a little test just out from KSC. I had a rover, set up some pylons (attached to ground this time) and attached them with pipes. I put lights on top and when I went to attach to the rover I fell over and could not regain my footing. So I saved and reloaded, BOOM!!! Ok so that rover was lost, launched a new one drove over to where my Kerbal(now standing up like nothing happened), and the whole lot of it sunk in to the ground followed by a splash and LOTS of explosions, far more then there were parts. Entertaining but not at the same time Edited October 3, 2013 by Secret Squirrel Link to comment Share on other sites More sharing options...
KospY Posted October 3, 2013 Author Share Posted October 3, 2013 I created a mod review here. Thanks for the awesome work KospY. KSP couldn't be the same without my giant skycranes. Nice mod review ! Thanks. Video are a lot better for showing all the feature (and bugs !) of KAS Link to comment Share on other sites More sharing options...
KospY Posted October 3, 2013 Author Share Posted October 3, 2013 (edited) About KAS 0.4 bugs, I'm working hard on it, and so far I fixed one that complety mess up the container mass calculation. It seem that nobody see it, but I'm sure a lot of people moving around more than 5 tons containers containing only struts I found that bug by chance after I wondering why my munar lander was so difficult to fly after repacking stuff in it's containers ! (I was moving my base)Also, I'm on the right track for fixing one of the universe destroying bug, I was able to reproduce the problem easly with this simple setup :Winch ready, let's extend the cableWhat the ? Where is the universe ? At least the winch continue to work Edit : I think I also found the problem of the other "universe destroying" bug, (A little bit different of this one, it happen after loading and the screen get full of fire or your vessel are flying across the planet at very very high speed) Edited October 3, 2013 by KospY Link to comment Share on other sites More sharing options...
RabidMonkey Posted October 3, 2013 Share Posted October 3, 2013 About KAS 0.4 bugs, I'm working hard on it, and so far I fixed one that complety mess up the container mass calculation. It seem that nobody see it, but I'm sure a lot of people moving around more than 5 tons containers containing only struts I found that bug by chance after I wondering why my munar lander was so difficult to fly after repacking stuff in it's containers ! (I was moving my base)Also, I'm on the right track for fixing one of the universe destroying bug, I was able to reproduce the problem easly with this simple setup :Winch ready, let's extend the cableWhat the ? Where is the universe ? At least the winch continue to work Edit : I think I also found the problem of the other "universe destroying" bug, (A little bit different of this one, it happen after loading and the screen get full of fire or your vessel are flying across the planet at very very high speed)Awesome! I have to admit, it's kind of entertaining creating huge explosions at will by simply flying over a site... Link to comment Share on other sites More sharing options...
RuBisCO Posted October 3, 2013 Share Posted October 3, 2013 Kospy,Glad to see your working on it. I also would like to apologize if I sounded harsh about it being buggy, its does say alpha and all (though it would be nice if you kept 3.1 available for download, for the new people and all). We love your work! Link to comment Share on other sites More sharing options...
JayCheetah Posted October 3, 2013 Share Posted October 3, 2013 Found a problem where struts, pipes and other pick up items can't be reattached.Restarting the game does solve this though. Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted October 3, 2013 Share Posted October 3, 2013 Nice mod review ! Thanks. Video are a lot better for showing all the feature (and bugs !) of KAS Feel free to display the video where ever you want if you think it show the feature better. When you update the mod I will redo the video. Link to comment Share on other sites More sharing options...
Starwaster Posted October 3, 2013 Share Posted October 3, 2013 Ah so I should hold off on this upgrade until after those two universe destroying bugs are fixed?I like my universe, I kept it all the way from 0.17, I don't like it when it gets destroyed.Out of curiosity is there anything in this new version that would let me join two parts in space that otherwise would have to be joined in a VAB without using docking ports?(they're really big parts and not something that a Kerbal could realistically sling over his back in EVA...) Link to comment Share on other sites More sharing options...
Reddot99 Posted October 4, 2013 Share Posted October 4, 2013 Ah so I should hold off on this upgrade until after those two universe destroying bugs are fixed?I like my universe, I kept it all the way from 0.17, I don't like it when it gets destroyed.Out of curiosity is there anything in this new version that would let me join two parts in space that otherwise would have to be joined in a VAB without using docking ports?(they're really big parts and not something that a Kerbal could realistically sling over his back in EVA...)The fuel pipes should work for that. Link to comment Share on other sites More sharing options...
Recommended Posts